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Zaryin

Craftsman/Mentor
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Posts posted by Zaryin

  1. Hey David, the standalone five fingered rig says it's a v17 model and might not load correctly -- which it didn't :(. I get nothing but a base bone in that model. The Sam model says the same thing, but it seems to load correctly in v13, I don't know for sure if anything is missing however. So I don't think this will help me.

     

    I would just get the newest version of A:M, but I can't afford it right now.

     

    Steve, my AO setting for the last render were; Global Color: R: 208, G: 239, B: 251, Ambiance Intensity: 80%, Ambiance Occlusion: 100%. I'm using three lights. All are Klieg lights. Main Light is set to the left at 100% with a slight orange color. Second is to the right and down, and is set to 65% and is a light blue. The third is set to the right and behind and above. It is set to a reddish color at 200%.

     

    My SSS is on all the different colored groups. The groups are a follows: Skin, Blue, Black, Yellow. All are set to Red: 6, Green: 4, Blue: 2, and density at 100 %. None of these groups are connected mesh so I get no weirdness from them being connected.

     

    Hope that helps.

     

    EDIT: I forgot to mention that I am using a sphere with an enviroment map on it for casting reflections.

  2. nemyax, you are correct, haha. I'll be honest, these hands are based on ones I made years ago. They are totally generic, and based on my stubby hands :). I actually don't pay that much attention to anatomy, but I will use your corrections. Thanks.

     

    Jason, I thought the TWO models were available to the public...? If they are, my models are (but might not be textured by me): Skinny Farmhand, Tin Servant, Loons, and a few of the background scarecrows (female scarecrow and fat, pumpkin-headed scarecrow), I don't remember if I made any more. I also made some musical instruments for TWO that were supposed to be used in the parade section. And Mark Skodacek used my J.D. model for doing a tutorial for the Squetch Rig, so that should be available somewhere. I'm looking into getting some models put up here, but even consolidating the prj files they are prety big. Where do you think I should make thread to post those?

  3. I found a way tocombine both images. So I now think I am getting the best of both versions. How does this look to everyone? If the first version is still considered the better, I will stick with that. I myself really like the mix, but will go with the mob on this one :). I'm just not sure where to go with the final render yet.

     

    Also, I tried looking into the Squetch Rig, but the only version I found was for v17 and I am using v13, so... that won't work for me :(, unless someone knows of a version for 13. Please, let me know.

     

     

    batgirl024.jpg

  4. Hey David, I tried combining them, but couldn't get it to work. I guess I will wait until the final image to see how will final render it :).

     

    Jason, thanks alot. It really means something to hear that. Since my tries at tutorials went awry, I will look at my models and see what I can do.

     

    Some of my models were never finished (alien). Others, only good from one angle (little connor). Others are available now -- I think. My Oz models and J.D. Model. I also had a whole collection of them I donated to the cd, but they got lost in the shuffle and never made it. I also lost alot of my stuff when my old pc went down. I'll take a look and see what I can do though.

  5. So I can't decide which type of rendering I like better the last one, or this new one. With the new one I did what I did with my Spider-man by rendering different layers and putting them together in Photoshop. This way I get more control over certain thing, but I lose things as well, such as SSS and the hair is a little sharper. I can kinda fake the SSS though.

     

    Let me know which one you like better because it will affect my final render.

     

    Thanks.

    batgirl023-b.jpg

  6. To be honest, I did animate the Scarecrow for two scenes. Yeah, um -- sorry about that, haha.

     

    I'm using my ipad to reply, so will have to watch to mov fil later. You would think a mov file would work on an ipad *sigh*

     

    Thanks for the advice, guys. I will definately keep the Wip going until final image.

  7. Well, here is the fully textured version of Batgirl. I have decided to keep the texture fairly simple to keep with her comic book beginnings. I am pretty much done with her until I get some advice on what rig I should try to use.

     

    Anyone think I should add some earrings?

     

    Thanks again for looking. I'll have to start think of a scene, or pose, or both for her.

     

     

    batgirl023.jpg

  8. Ok, I know I post too much, but I thought I would really quickly put her arms down and relax the cape just to see what it would look like. It's not perfect, but it gives an idea of what she might look like when fully rigged.

     

     

    batgirl021-c.jpg

  9. Here is quote I just gave from the "Phillies Diner" WIP topic:

     

    "Sub Surface Scattering. It would be in "Group"/Surface/Subsurface Scattering. Turn it "On". I set my Levels to Red: 6, Green: 4, Blue: 2, Relative Density: 100%. In the chor when I render, I just make sure I have a strong reddish light set behind the model to really show off the SSS. I also like to add a 1 to 4% reflectivity on my skin group depending on the setup (that I got from Noah Brewer).

    Hope some of that helped :).

    (Note: this is all done in v14)"

    There ya go.

  10. Thanks alot for the comments, guys.

     

    Hey Mark, I actually went the other way and enlarged the chin. I also thinned the entire skull. I think I am going to leave it here with her head :).

     

    Matt, I'm glad you asked that. I have no idea what to do now. The last time I fully rigged a character was when TSM 2.0 came out -- so that'll tell you something, haha. Any suggestion would be appreciated.

     

    pic of final head below (although you never know, haha ...)

     

     

    batgirl021-b.jpg

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  11. Thanks for the replies, guys. I seriously appreciate them.

     

    Well, with all the talk of her not looking old enough, I took a good look at her and realized it's not where I wanted it. I reshaped the face to make her look a little more like the artwork I was using as a base. So, although it isn't perfect, I think the face looks better.

     

     

    batgirl020.jpg

  12. Haha, Thanks for the comments, guys.

     

    Matt, the hair is actually three separate hair emitters. Two smaller ones on the side-back, which I comb towards the front. The larger one is all the back. I don't know how this world work for animation, but for stills I think I can get it to work.

     

    I got some responses from friends of mine that when looking at a close-up of her face she was looking way younger than I wanted (13 to 14), instead of 16 to 17. I'm horrible with telling peoples ages, so I took their word for it. I darkened both the lip color and the eye shadow. I sharpened the jaw and hollowed the cheeks enough to get rid of the "baby fat" look. I think it looks better now, and I think I will let it go at that. I also thought I would post this so you can see the hair from different angles.

     

    Thanks again.

     

     

    batgirl019.jpg

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  13. Here's the finished Utility Belt. My lighting setup is making the lids of those smaller boxes shine some :).

     

    Should I be leaving this "clean", or should I make texture maps for all of it?

     

    I'll be starting on the hair next and then onto a facial texture.

     

     

    batgirl015.jpg

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